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datiswous

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Posts posted by datiswous

  1. 6 hours ago, Daft Mugi said:

    I found two objects with missing textures in 2.11 beta 1 (also, missing in earlier 2.11 dev asset versions). They look fine using 2.10 assets.

    DR says the material is missing. Looking at file tdm_epi_shader_2.mtr (in tdm_textures_base01.pk4) (where the material originally comes from), this file is much smaller in 2.11 than in 2.10 and misses the material.

    Maybe the file was cleaned up to only include what is in TDM core. Previously had materials included specifically used in certain missions?

  2. 2 hours ago, JackFarmer said:

    Anyway, I have wasted lots of time with this. I'll try again next year when I add gameplay, will keep you posted.

    I'm willing to test. You could give me a testmap with the problematic scene. But you can also wait a year. Maybe we know more then.

  3. Hi, another noob question:

    The wiki says this about ambient_world:

    Quote

    Create A light and then name it ambient_world

    So the classname = light and the name = ambient_world .

    But there is also a classname = ambient_world . Is that the same?

    Edit: I think this is sort of a preset so you don't have to manually do the configuration and make mistakes. Correct?

  4. On 7/2/2022 at 2:09 AM, Acolytesix said:

    So did that key in the drawer ever get fixed?

    Nope. It's a typical bug in more missions I think. You can close the drawer and open it again and then you can frob it.

    Anyway, I found it a mission in need for a graphical update. Poor textures (also almost no variation), noshadows almost everywhere, light leaking through walls in lots of places and it is utterly empty. There's also this door that you can walk through.

    The castle surroundings are pretty though.

  5. Soft stencil shadows i.m.o. look nicer overall. Volumetric lights automatically work with shadow maps anyway even when Stencil shadows are enabled. This could possibly been done with transparent materials?

    39 minutes ago, kano said:

    It is probably the most impactful performance setting in the game.

    I think anti-aliasing is.

  6. Btw. @Frost_Salamander fantastic mission! Didn't expect it to be this big.

    A small gripe is that often in rooms there's not enough space, so you get stuck when you open things, or ai have no space to properly fall after knockout, etc. I guess maybe you first build rough rooms and later fill them, but then if space is cramped you can't easy fix that.

    Another thing I noticed is that there are big jumps in performance, for me between 30fps and 160fps.

    Here some screenshots with comments about minor things I encountered.

    • Like 1
  7. 4 hours ago, stgatilov said:

    If you are OK with manually listing all coordinates and names, then it should work.

    Is it possible to teleport to a select entity? For example a specific info_location entity, without knowing the coordinates? If that was placed in the middle of every room.

    I was also thinking something like this could be done with a TDM script, but then can you still activate the envshot command?

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